attribute vec3 a_posL;
attribute vec2 a_uv; 
varying vec2 v_uv; 
uniform mat4 matrix;
uniform mat4 wvpMatrix;
//varying float v_fog;
void main()
{
vec4 posL = vec4(a_posL, 1.0);
//gl_Position = matrix*posL;
gl_Position = wvpMatrix*posL;
v_uv =  a_uv; //v_uv =  vec2(posL);//lay full
//float distanceToCam = distance(gl_Position, vec4(0.0, 0.0, 0.0, 0.0));
//float lerpValue = clamp((distanceToCam)/100.0, 0.0, 1.0);
//v_fog = lerpValue;
}
   